/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_RESOURCE_TEXTURE_2D_H #define QT3DS_RENDER_RESOURCE_TEXTURE_2D_H #include "Qt3DSRender.h" #include "render/Qt3DSRenderContext.h" #include "render/Qt3DSRenderTexture2D.h" #include "render/Qt3DSRenderTexture2DArray.h" #include "Qt3DSRenderResourceManager.h" namespace qt3ds { namespace render { class CResourceTexture2D { protected: IResourceManager &m_ResourceManager; NVRenderTexture2D *m_Texture; STextureDetails m_TextureDetails; public: CResourceTexture2D(IResourceManager &mgr, NVRenderTexture2D *inTexture = NULL); // create and allocate the texture right away. CResourceTexture2D(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1); ~CResourceTexture2D(); // Returns true if the texture matches the specs, false if the texture needs to be // reallocated bool TextureMatches(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1); // Returns true if the texture was allocated, false if nothing changed (no allocation). // Note this is the exact opposite of TextureMatches. bool EnsureTexture(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1); // Force release the texture. void ReleaseTexture(); NVRenderTexture2D &operator*() { QT3DS_ASSERT(m_Texture); return *m_Texture; } NVRenderTexture2D *operator->() { QT3DS_ASSERT(m_Texture); return m_Texture; } operator NVRenderTexture2D *() { return m_Texture; } NVRenderTexture2D *GetTexture() { return m_Texture; } void ForgetTexture(); // Enforces single ownership rules. void StealTexture(CResourceTexture2D &inOther); }; class CResourceTexture2DArray { protected: IResourceManager &m_ResourceManager; qt3ds::render::NVRenderTexture2DArray *m_Texture; STextureDetails m_TextureDetails; public: CResourceTexture2DArray(IResourceManager &mgr); // create and allocate the texture right away. CResourceTexture2DArray(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1); ~CResourceTexture2DArray(); // Returns true if the texture matches the specs, false if the texture needs to be // reallocated bool TextureMatches(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1); // Returns true if the texture was allocated, false if nothing changed (no allocation). // Note this is the exact opposite of TextureMatches. bool EnsureTexture(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1); // Force release the texture. void ReleaseTexture(); qt3ds::render::NVRenderTexture2DArray &operator*() { QT3DS_ASSERT(m_Texture); return *m_Texture; } qt3ds::render::NVRenderTexture2DArray *operator->() { QT3DS_ASSERT(m_Texture); return m_Texture; } operator qt3ds::render::NVRenderTexture2DArray *() { return m_Texture; } qt3ds::render::NVRenderTexture2DArray *GetTexture() { return m_Texture; } // Enforces single ownership rules. void StealTexture(CResourceTexture2DArray &inOther); }; } } #endif